Inside The Digital Underground and the Battle For Our Connected World
Technological advances have benefited our world in immeasurable ways, but there is an ominous flipside. Criminals are often the earliest, and most innovative, adopters of technology and modern times have led to modern crimes. Today’s criminals are stealing identities, draining online bank-accounts and wiping out computer servers. It’s disturbingly easy to activate baby cam monitors to spy on families, pacemakers can be hacked to deliver a lethal jolt, and thieves are analyzing your social media in order to determine the best time for a home invasion. Meanwhile, 3D printers produce AK-47s, terrorists can download the recipe for the Ebola virus, and drug cartels are building drones. This is just the beginning of the tsunami of technological threats coming our way. In Future Crimes, Marc Goodman rips open his database of hundreds of real cases to give us front-row access to these impending perils. Reading like a sci-fi thriller, but based in startling fact, Goodman raises tough questions about the expanding role of technology in our lives. Future Crimes is a call to action for better security measures worldwide, but most importantly, will empower readers to protect themselves against these looming technological threats – before it’s too late.
Minecraft is a sandbox video game created and designed by Swedish game designer Markus “Notch” Persson, and later fully developed and published by Mojang. The creative and building aspects of Minecraft enable players to build constructions out of textured
The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more ‘sociable’ forms of gaming, and of course the advent of the Internet.
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more ‘sociable’ forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.
An online game is a video game that is either partially or primarily played through the Internet or another computer network. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, includin
A web presence is a location on the World Wide Web where a person, business, or some other entity is represented (see also web property and point of presence).
Examples of a web presence for a person could be a personal website, a blog, a profile page, a w